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Blade Breaker

Blade Breaker

by Victoria Aveyard 2022 578 pages
3.95
14.0K ratings
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Plot Summary

Aftermath in Blood and Sand

Survivors gather amid devastation

The story opens in the ruined oasis of Nezri, where Corayne and her Companions emerge from a brutal battle against monsters and soldiers. The air is thick with death and the taste of blood, and each survivor is haunted by what they've done to survive. Corayne, the pirate's daughter and Spindleblade wielder, is wracked with guilt over the lives she's taken, while Andry, once a squire, mourns the loss of his innocence. The group is battered but alive, their unity forged in violence and necessity. As they survey the carnage, they realize the world is changing—monsters from other realms now walk the Ward, and the only way forward is to keep moving, to close the Spindles that threaten to unravel reality. The Companions, each scarred in their own way, are bound by a grim determination: there is no choice but to fight on.

Queen and Demon's Bargain

Erida and Taristan plot conquest

Queen Erida of Galland, newly wed to the enigmatic and dangerous Taristan, faces treachery and unrest in her court. Her cousin Konegin's failed coup leaves her throne precarious, but Taristan's supernatural gifts—bestowed by the demon What Waits—offer her a path to absolute power. Together with the red wizard Ronin, they scheme to open more Spindles, unleashing monsters to destabilize rival kingdoms. Erida is torn between her ambition and the cost of her alliance with Taristan, whose growing strength and scars mark him as both weapon and threat. The queen's resolve hardens: to secure her empire, she must inspire fear, crush dissent, and wield her consort's dark power, even as the price may be her soul.

Falcons of the Desert

Companions captured by Ibal's Falcons

As the Companions flee Nezri, they are intercepted by the Marj-Saqirat, the elite Falcons of Ibal, led by Commander lin-Lira. The Falcons, sworn to the absent King of Ibal, instead serve the enigmatic Heir, Lasreen's Chosen. The Companions are herded across the desert, uncertain if they are prisoners or guests. Sorasa, the Amhara assassin, is especially wary—her past in Ibal is fraught with danger. The Falcons' discipline and the desert's harshness force the group to rely on each other, even as old wounds and new suspicions simmer. The journey is a test of endurance and trust, and the Companions must decide whether to fight, flee, or follow, as the fate of the realm hangs in the balance.

Gods, Guilt, and Ghosts

Haunted by choices and faith

Traveling with the Falcons, the Companions confront their inner demons. Andry is tormented by the blood on his hands, struggling to reconcile his knightly ideals with the reality of war. Corayne, too, is burdened by the cost of leadership and the weight of destiny. The group's faith is tested—some pray to gods for guidance, others to memory or vengeance. Training and camaraderie offer brief respite, but the threat of betrayal and the specter of death are ever-present. The desert becomes a crucible, forging the Companions into something more than survivors: a found family, united by purpose, pain, and the hope that their actions might yet save the world.

Ice, Fjord, and Dragon

Ridha rallies immortals as dragons return

Far to the north, Ridha, princess of Iona, works to unite the immortal Vedera and the mortal Jydi clans against the coming apocalypse. In the icy fjord of Kovalinn, she witnesses the arrival of a dragon—an ancient terror unleashed by a torn Spindle. The dragon's attack devastates the enclave, forcing Ridha and her unlikely allies to flee. The memory of past battles and the loss of kin weigh heavily on Ridha, but she refuses to surrender. The ice always wins, but so do those who endure. The north is mobilized, and Ridha's resolve becomes a beacon for resistance, even as the world grows colder and more perilous.

Death's Mirror and Destiny

The Heir of Ibal reveals prophecy

Brought before Isadere, the Heir of Ibal and Lasreen's Chosen, the Companions are confronted with prophecy and politics. Isadere's mirror, a sacred relic, reveals riddles and warnings: the realm is on the brink, and Corayne's blood is key to salvation or destruction. The Heir cannot command armies, but offers the Companions a ship and a heading—toward the white wolf of Trec and the next Spindle. The meeting is fraught with tension, as faith, ambition, and fear collide. The Companions leave with new purpose, but also new doubts, as the gods' will and mortal agency intertwine in ways none can fully grasp.

The Heir's Tent

Alliances forged, paths chosen

In the shadow of the Heir's tent, the Companions plan their next move. The journey will take them across the Long Sea, through hostile lands, and into the heart of enemy territory. Old wounds are aired, new alliances tested. Dom, the immortal, is visited by another Elder, who promises to spread word of the coming doom. Sorasa's past as an Amhara assassin haunts her, and her loyalty is questioned. The group's unity is fragile but real, and as they set sail, each member carries the weight of what they've lost—and what they still hope to save.

Siege and Surrender

Erida's army conquers Madrence

Queen Erida's campaign of conquest reaches its zenith as her legions besiege and capture Rouleine, the gateway to Madrence. With Taristan's corpse army—Ashlanders—she breaks the city's resistance in a night of horror. The fall of Rouleine sends shockwaves through the realm, and Erida's power grows. Yet victory is tainted by the cost: the slaughter of innocents, the fear of her own court, and the ever-present shadow of What Waits. As Erida claims a second crown, she is both triumphant and isolated, her rule secured by terror and blood.

The Dazzling Realm Unleashed

Dragons and Spindles threaten all

The opening of a Spindle to Irridas, the Dazzling Realm, unleashes a dragon upon the Ward. Ridha and her allies fight desperately to survive, but the cost is high. The dragon's rampage is a harbinger of worse to come, as more Spindles threaten to tear the fabric of reality. The north is mobilized, but unity is fragile. The battle against monsters from beyond becomes a symbol of the larger war: mortals and immortals must stand together, or all will be lost to fire and ruin.

Wolves, War, and Warnings

Allies gathered, hope rekindled

The Companions, joined by Prince Oscovko of Trec and his war band, march toward the next Spindle. Letters are forged to rally the Ward's kingdoms, and new alliances are struck with the Jydi and Vedera. The journey is perilous, marked by omens and the ever-present threat of Erida's armies and Taristan's monsters. Yet hope is rekindled as old enemies become allies, and the possibility of victory—however slim—emerges from the ashes of defeat. The wolves of Trec ride for war, and the fate of the realm hangs on the edge of a blade.

The Spindle's Toll

Battle at the temple, losses mount

The Companions and their allies assault the temple Spindle, facing a thousand Ashlanders in a desperate battle. The toll is heavy—many fall, and the survivors are scarred by what they witness. Corayne is forced to confront What Waits in a vision, resisting the demon's temptation and closing the Spindle at great personal cost. The victory is pyrrhic: the Spindle is sealed, but the enemy is not defeated, and the price is paid in blood and grief. The Companions are changed, their resolve hardened by loss and the knowledge that the war is far from over.

The Jade Snake's Choice

Sorasa's past returns, loyalty tested

Sorasa is confronted by her former Amhara brethren, who offer her a chance at redemption—or betrayal. The jade snake, a token of safe passage, is both a gift and a curse. Sorasa's loyalty is tested as she must choose between her found family and the guild that made her. The choice is agonizing, and the consequences ripple through the group. Trust is fragile, and the line between survival and sacrifice grows ever thinner as the Companions press on toward their next trial.

Come and See

Erida's power and ruthlessness revealed

In the aftermath of conquest, Erida consolidates her rule with calculated brutality. The execution of Marguerite, the last princess of Madrence, is both a warning and a declaration: kneel or fall. Erida's court is gripped by fear and awe, and her alliance with Taristan deepens, even as it threatens to consume her. The queen's transformation is complete—she is no longer the girl who inherited a crown, but the ruthless architect of an empire, willing to pay any price for power.

The Ruthless Chosen

Erida's choices and consequences

Haunted by her actions, Erida reflects on the cost of her ambition. Her relationship with Taristan is both intoxicating and dangerous, as What Waits' influence grows. The queen's isolation deepens, and her court becomes a nest of vipers. Yet Erida is undeterred—she will not be broken, and she will not yield. The lesson is clear: in a world of wolves, only the ruthless survive. But the price of victory may be more than even Erida is willing to pay.

Hope Is All We Have

Companions regroup, hope persists

After the battle at the temple, the Companions regroup, tending wounds and mourning the dead. Letters are sent to rally the Ward, and new alliances are forged with the Jydi and Vedera. The journey continues, marked by exhaustion and uncertainty, but hope persists. Corayne and Andry's bond deepens, and the group's unity is tested and reaffirmed. The world is burning, but as long as they stand together, there is a chance—however slim—that they can turn the tide.

The Wolves of Trec

Feast, alliances, and new beginnings

In Vodin, the Companions are welcomed by Oscovko and his war band. A feast cements their alliance, and old wounds begin to heal. Sorasa finds her voice again, and the group is reminded of what they fight for: not just survival, but the possibility of a better world. The wolves of Trec are ready to ride, and the Companions set out once more, their purpose renewed by camaraderie, laughter, and the fragile hope that they can still make a difference.

Queen of Skulls

Erida crowned, empire rises

Erida's coronation as Queen of Madrence is both triumph and tragedy. The court is subdued by fear, and the memory of Robart's suicide and Marguerite's execution hangs heavy. Erida is now twice queen, her power unmatched, but her isolation complete. The shadow of What Waits looms ever larger, and the cost of empire is measured in blood and bone. Erida is both ruler and prisoner, her fate entwined with the demon she has unleashed.

Dead Roses in Bloom

Final confrontation, sacrifice, and loss

In the burning city of Gidastern, the Companions face Taristan, Ronin, and the horrors of Infyrna. The undead, fire hounds, and a dragon unleashed by a torn Spindle threaten to consume all. Corayne's Spindleblade is shattered, and the group is scattered—some captured, some left behind, some forced to flee. Sorasa sacrifices herself to save Corayne, sealing the gate and holding back the tide. The cost is staggering: friends lost, hope dimmed, and the world teetering on the brink. Yet even in defeat, the Companions endure, worn to bones, worn to blood, but not yet broken.

Characters

Corayne an-Amarat

Reluctant hero, burdened by destiny

Corayne is the daughter of a famed pirate and the last of the Corblood line, uniquely able to wield the Spindleblade and close the portals threatening the world. She is haunted by guilt, loss, and the crushing weight of expectation, but her resilience and compassion set her apart. Corayne's journey is one of self-discovery: from a girl longing for escape to a leader willing to sacrifice for others. Her relationships—with Andry, Dom, Sorasa, and the rest—anchor her, even as she faces impossible choices. Corayne's greatest strength is her refusal to surrender hope, even when all seems lost. Her arc is defined by the tension between fate and agency, and her struggle to remain herself in the face of overwhelming darkness.

Andry Trelland

Haunted squire, moral compass

Andry is a former Gallish squire whose dreams of knighthood are shattered by war and betrayal. He is wracked by guilt over the lives he's taken and the friends he's lost, but his sense of honor and loyalty never waver. Andry's relationship with Corayne is a source of strength and vulnerability, as he grapples with love, duty, and the fear of losing her. He is the group's moral center, often serving as a voice of conscience and compassion. Andry's journey is one of reckoning—with his past, his ideals, and the reality of a world at war. His growth is marked by the acceptance that hope and action, not perfection, are what truly matter.

Sorasa Sarn

Exiled assassin, torn by loyalty

Sorasa is a former Amhara assassin, marked as Forsaken for refusing a contract. Her past is a web of violence, betrayal, and loss, and she struggles to reconcile her training with her growing attachment to the Companions. Sorasa's loyalty is tested when her former brethren offer her a chance at redemption—or damnation. Her arc is one of self-forgiveness and found family, as she learns to trust, to care, and to fight for something beyond survival. Sorasa's wit, skill, and ruthlessness are matched by a deep well of pain, and her ultimate sacrifice is a testament to the power of choice and the cost of love.

Domacridhan of Iona (Dom)

Immortal protector, burdened by grief

Dom is an Elder, a prince of Iona, centuries old and marked by loss. He is haunted by the death of his friend Cortael and the failures of his immortal kin. Dom's sense of duty is absolute—he is sworn to protect Corayne at any cost, even as he wrestles with his own pain and the limitations of immortality. His relationship with Sorasa is fraught with tension, respect, and unspoken understanding. Dom's arc is one of learning to let go, to trust others, and to accept that even immortals can be broken—and remade—by love, loss, and hope.

Queen Erida of Galland

Ambitious ruler, consumed by power

Erida is a young queen whose hunger for power drives her to make a pact with Taristan and the demon What Waits. She is brilliant, ruthless, and increasingly isolated, her court a nest of vipers and her only true ally a man she cannot fully trust. Erida's journey is a descent into moral ambiguity: she justifies atrocity for the sake of empire, even as the cost mounts. Her relationship with Taristan is both intoxicating and dangerous, blurring the line between love and manipulation. Erida's arc is a meditation on the price of ambition, the seduction of power, and the loneliness of those who would rule at any cost.

Taristan of Old Cor

Corrupted prince, harbinger of doom

Taristan is Corayne's uncle, a Corblood prince twisted by resentment, ambition, and the influence of What Waits. Gifted with supernatural strength and near-invulnerability, he is both weapon and pawn, driven by a desire to claim what he believes is owed to him. Taristan's relationship with Erida is complex—partnership, romance, and mutual exploitation. His actions unleash monsters, armies of the dead, and dragons upon the world. Taristan is both tragic and terrifying, a man broken by fate and remade as an instrument of apocalypse. His arc is a warning about the dangers of unchecked desire and the ease with which the wounded can become destroyers.

Ridha of Iona

Warrior princess, rallying the north

Ridha is Dom's cousin, a Vederan princess determined to unite the immortal enclaves and mortal clans against the coming darkness. She is fierce, proud, and haunted by the legacy of her family. Ridha's leadership is tested by loss, betrayal, and the return of ancient monsters. Her arc is one of resilience and sacrifice, as she becomes a symbol of hope and unity in a world on the brink. Ridha's death at Taristan's hands is a devastating blow, underscoring the cost of resistance and the cruelty of fate.

Sigil

Bounty hunter, steadfast ally

Sigil is a Temur bounty hunter, renowned for her strength, humor, and loyalty. She is a survivor, unafraid to speak her mind or swing her ax. Sigil's bond with the Companions is forged in battle and banter, and her presence is a source of comfort and courage. She is pragmatic, often serving as the group's reality check, but her heart is as fierce as her blade. Sigil's arc is one of belonging—she finds family among the outcasts and warriors, and her willingness to fight for them is unwavering.

Charlie (Charlon Armont)

Fallen priest, forger, and friend

Charlie is a fugitive priest and master forger, whose skills are invaluable to the Companions. He is haunted by lost love and the weight of his own choices, but his wit and resourcefulness make him indispensable. Charlie's faith is complex—he prays to many gods, but his true devotion is to his friends. His arc is one of redemption and acceptance, as he learns to forgive himself and to hope for a future beyond survival. Charlie's letters and prayers are small acts of resistance, reminders that words and faith can still matter in a world at war.

Valtik

Jydi witch, cryptic guide

Valtik is an ancient Jydi witch, her mind as fractured as her prophecies are true. She speaks in riddles, weaves bone magic, and is both a source of frustration and salvation for the Companions. Valtik's power is mysterious, her allegiance to the gods of the Ward unwavering. She is a catalyst, nudging the group toward their destiny, and her interventions—whether in battle or prophecy—often tip the scales. Valtik's arc is one of enigma: she is both guide and guardian, her true motives known only to herself and the gods she serves.

Plot Devices

Spindles and Portals

Tears in reality, unleashing chaos

The Spindles are magical portals connecting the Ward to other realms, each with its own dangers—monsters, dragons, armies of the dead. The opening and closing of Spindles drive the plot, serving as both threat and opportunity. Each Spindle is a test: of courage, unity, and sacrifice. The Spindles symbolize the fragility of reality and the consequences of unchecked ambition. Their presence foreshadows disaster, and their closure is always costly, demanding blood, loss, and the shattering of hope.

Found Family and Betrayal

Alliances forged in adversity

The Companions are a found family, their bonds tested by betrayal, guilt, and the lure of old loyalties. Sorasa's confrontation with her Amhara brethren, Dom's struggle with immortal kin, and Erida's isolation in her own court all explore the tension between chosen and inherited ties. Betrayal is a constant threat—whether from within or without—and trust is hard-won, easily lost. The narrative structure weaves these relationships into the larger tapestry of war, making personal stakes inseparable from the fate of the world.

Prophecy, Faith, and Agency

Gods, mirrors, and mortal choice

Prophecy and faith are ever-present: Isadere's mirror, Valtik's rhymes, and the prayers of Charlie and others shape the characters' understanding of destiny. Yet the story resists fatalism—agency matters. Corayne's refusal to surrender, Sorasa's choice to fight for her friends, and Erida's embrace of ruthlessness all underscore the power and peril of choice. Foreshadowing is deftly used: dreams, omens, and visions hint at future trials, but the outcome is never certain. The interplay of fate and free will is central, making every victory and loss feel both inevitable and hard-won.

War and Moral Ambiguity

Conquest, sacrifice, and the cost of power

The narrative structure alternates between the Companions' quest and Erida's campaign of conquest, highlighting the moral ambiguity of war. Erida's rise is both impressive and horrifying, her choices justified by ambition but paid for in blood. The cost of victory—personal and collective—is a recurring motif. The story refuses easy answers: survival demands sacrifice, and even heroes are forced to compromise. The line between savior and destroyer is thin, and every character must reckon with what they are willing to do—and become—to save what they love.

Analysis

Victoria Aveyard's Blade Breaker is a sweeping epic that interrogates the nature of heroism, power, and sacrifice in a world on the brink of collapse. Through a diverse cast of outcasts, immortals, and rulers, the novel explores how hope persists amid horror, and how the bonds of found family can both save and endanger. The Spindles serve as both literal and metaphorical tears in reality, unleashing chaos but also demanding unity and courage. The story's structure—alternating between the Companions' desperate quest and Erida's ruthless ascent—underscores the ambiguity of war: there are no easy victories, and every choice carries a cost. Faith, prophecy, and agency are in constant tension, as characters struggle to discern their roles in a world shaped by gods and monsters. Ultimately, Blade Breaker is a meditation on resilience: to bend but not break, to fight on when all seems lost, and to find meaning—even in failure. The novel's lessons are clear for a modern audience: power corrupts, hope endures, and the greatest strength lies not in destiny, but in the choices we make and the people we choose to stand beside.

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Review Summary

3.95 out of 5
Average of 14.0K ratings from Goodreads and Amazon.

Blade Breaker receives mixed reviews, with some praising its epic fantasy elements, character development, and world-building, while others criticize its pacing and writing style. Many readers enjoy the villain storylines and the relationships between characters like Sorasa and Dom. The book expands on the first installment, introducing new lands and creatures. Some find it slow-paced with excessive descriptions, while others appreciate the complexity of the plot and characters. Overall, opinions vary on whether it surpasses or falls short of the first book in the series.

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About the Author

Victoria Aveyard is a bestselling author and screenwriter known for her young adult fantasy novels. She wrote the #1 New York Times bestselling Red Queen series and the Realm Breaker trilogy. Her upcoming adult fantasy debut, Tempest, is set to release in 2026. Aveyard's preferred genres include young adult, fantasy, historical, adventure, and apocalyptic stories. She has a particular interest in narratives involving high-stakes situations and character deaths. Her work has garnered significant popularity and commercial success, establishing her as a prominent figure in the young adult fantasy genre.

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